[WIP] X Rebirth: The New Frontier

The place to discuss scripting and game modifications for X Rebirth.

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Timianer
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Post by Timianer » Mon, 4. Jun 18, 16:33

hm ok thx for the info.
maybe helpful.
With the HoA gamestart in my previous Game im didnt noticed the PMC Wächter Suls in Dämmerwache.
I build my starting Factorys in the same spot , but all was clear ,also after many reloads.

maybe it comes not, if plutarch are an enemy from begin.
In my current game i have make them to an enemy by myself after a while of playing .

now i have call over diplomatic "etwas weniger feindseelig"..
hope it helps a littlebit ^^
X:Rebirth: Zitat aus den Patchnotes 118
..A Whole Series Of Connected Problems ..
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i5 7500, GTX 1060

VincentTH
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Post by VincentTH » Thu, 7. Jun 18, 05:36

This problem went back to the days of CWIR:

I boarded the REI Shipyard in Sanguine Agony. The XL dock is building a Tyranis. Now, I have no way of either canceling it or force the build to progress. I got a stuck ShipYard.

Shooting the ship does not work nor ordering my fleet to attack it (they won't do it)

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Marvin Martian
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Post by Marvin Martian » Thu, 7. Jun 18, 09:04

in Order we have now Buildlocations under each SY maybe it will help to remove effected Buildstage and rebuild by CV will test this when i find time for - sadly "clear" / "reset" buildmodule do not help here

VincentTH
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Post by VincentTH » Thu, 7. Jun 18, 16:55

Marvin Martian wrote:in Order we have now Buildlocations under each SY maybe it will help to remove effected Buildstage and rebuild by CV will test this when i find time for - sadly "clear" / "reset" buildmodule do not help here
Thanks Marvin. If there is a way to destroy the module, and rebuild, that would work.

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Marvin Martian
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Post by Marvin Martian » Thu, 7. Jun 18, 17:51


VincentTH
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Post by VincentTH » Fri, 8. Jun 18, 16:26

Marvin Martian wrote:you can try https://forum.egosoft.com/viewtopic.php?t=385055
Thanks, will give it a try.. Hopefully, the architect will retrieve the correct macro from the Shipyard, because there is no more REI CV in my game.
Last edited by VincentTH on Fri, 8. Jun 18, 19:38, edited 1 time in total.

Timianer
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Post by Timianer » Fri, 8. Jun 18, 19:33

hmm good to know this link.
Let us know if it works.
---------
now to my "Problem"
maybe a bug, maybe a feature ^^

after allying with AR and DV the AR builds her ships now also at the DV shipyard.
Thats a little bit anyoing.. because im never seeing what he was try to build.
the ships are not on the list in the DV shipyard.
The AR uses so the blueprint feature ? ^^
so i can spend hours to wait until an AR ship is ready... just to be able to build another sucellus MK2 for me again...
the 2. problem is, that they so catch all the DV ressources for ship building..

in fact.. the AR builds now on 2 (maybe 3 with the jss shipyard) shipyards parralel...
hmmm
X:Rebirth: Zitat aus den Patchnotes 118
..A Whole Series Of Connected Problems ..
--------------------
i5 7500, GTX 1060

VincentTH
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Post by VincentTH » Fri, 8. Jun 18, 19:42

You can see what the ship dealer is building in the Show process status (or something like that, currently at work, and get on the Egosoft forum while boss is not looking :-)

You can also see the queue of ships currently in the log if you put the mouse on top of that status after you place,an order to clone a ship.

Also if you don't want your shipyard to accept NPC order you can turn it off

@Marvin Martian

There may be a potential bug here, as I sometime see my SY in Devries build an ROC Tyranis, which means that my SY is building an undercover pirate ship for REI

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Marvin Martian
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Post by Marvin Martian » Fri, 8. Jun 18, 21:10

An Enemy should not able to take an order (and here is no cover), but in case the relation drops between Order and build the ship will taken by the SY owner - so cover order, cover build = no way!!!

The factions use all SY they can get „in range“ but prefer her own

Only Xenon use multiple orders (in case possible) otherwise the SY would not in use

About OL Ships, Problem is maybe they have a lot of weapons - maybe in a future release there could add a Option what factions alowed to build and what ships - but this is a unbelievable maybe

Timianer
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Post by Timianer » Fri, 8. Jun 18, 22:58

ok thx.
now i have the problem that another user has already mentioned.

after a week playing the FPS drops to under 20..
i think there are to many ships, small ships and tha
that slowly but surely bursts the AI and eats the CPU.

This is the downside when almost everything has to be calculated and without big raw spawn cheats.

Went somehow within 2-3 days from 80 to 50 to under 20fps.
i've been running a lot of shinza during that time... and the people have expanded madly.

and that's in all sectors now, worst of all in albion, there's just a slide show.
in Devries it still works, because there only I expand, but a look in 1 albion sector..there partly fly around about 20 universal transporters per zone ^^

It's not a graphical problem.. the card gets bored at 20% load, probably rather the CPU, because it just has to calculate way too much because of the masses of real ships I think.

don't know if bigger merchant ships would solve the problem.
or a limitation of the maximum number of stations that a fraction may have.
who knows.

so im take a break from X
don't feel like starting over a third time right now.
See u later all 3 ^^
X:Rebirth: Zitat aus den Patchnotes 118
..A Whole Series Of Connected Problems ..
--------------------
i5 7500, GTX 1060

VincentTH
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Post by VincentTH » Sat, 9. Jun 18, 01:59

Timianer wrote:ok thx.
now i have the problem that another user has already mentioned.

after a week playing the FPS drops to under 20..
i think there are to many ships, small ships and tha
that slowly but surely bursts the AI and eats the CPU.

This is the downside when almost everything has to be calculated and without big raw spawn cheats.

Went somehow within 2-3 days from 80 to 50 to under 20fps.
i've been running a lot of shinza during that time... and the people have expanded madly.

and that's in all sectors now, worst of all in albion, there's just a slide show.
in Devries it still works, because there only I expand, but a look in 1 albion sector..there partly fly around about 20 universal transporters per zone ^^

It's not a graphical problem.. the card gets bored at 20% load, probably rather the CPU, because it just has to calculate way too much because of the masses of real ships I think.

don't know if bigger merchant ships would solve the problem.
or a limitation of the maximum number of stations that a fraction may have.
who knows.

so im take a break from X
don't feel like starting over a third time right now.
See u later all 3 ^^
If you would lower the difficulty, the game would generate less ships.

VincentTH
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Post by VincentTH » Sat, 9. Jun 18, 03:27

Marvin Martian wrote:you can try https://forum.egosoft.com/viewtopic.php?t=385055

1. Comm the Architect
2. Select Show construction plan and then Repair
3. Instead of giving you the repair menu it will now offer a sub menu with two options
4. Repair (standard Repair)
5. Specialist Repair
The repair option is not available in step 2.

[EDIT] Never mind, after attaching, I have to build stage 1 to proceed.

[EDIT 2]
It does not work for Shipyard. It WILL work for any other stations. The problem with SY, is that it will fix the cradle, but all Ship Dealers are gone!!!! :-(

On an unrelated note, about boarding:

If I send too many ships during boarding op, which exceed the capacity of a station, the extra ships will be stuck. It is not a matter of collision detection or the the ship being slow at all. It would help if scanning a station would reveal its boarding strength

Timianer
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Post by Timianer » Sat, 9. Jun 18, 11:59

@ Vincent
I had always played on simple;)
----------
thx for the info.
hmmm
have you tried to destroy the part of the shipyard who would build the ship from the Pirates ?
maybe the ship would so also destroid ... hmm
i think 30 -40 3 star rockets from the skunk should be enough
----
i think the problem with 3 Party mods is, that they dosent support the Cwir inside stations.
i have tryed to destroy a outpost from me with the station destroy and recycle mod a few days ago.. it also dosent work "no docking point avaible" or so was the error massage from this mod at that time.

hmm 2 ^^
i have an save from my last game, befor the frams going down..
hmm
i think i will testing what happens , if i give the universal Transporters a jump drive.. maybe the Factions so does not use so many of this tiny ships..
X:Rebirth: Zitat aus den Patchnotes 118
..A Whole Series Of Connected Problems ..
--------------------
i5 7500, GTX 1060

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Marvin Martian
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Post by Marvin Martian » Sat, 9. Jun 18, 12:26

In case Shipdealers are missing, remove Manager and add them again, in theory this should Start the required process, in case that not work use a new Manager

Timianer
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Post by Timianer » Sat, 9. Jun 18, 14:10

good to know.
-
in my test.. jumpdrive for the uni transporter m ship dosent work ^^
so im double the cargo capacity to 50.000 m³
this works..
I'll get back to you in a few days to see if there's a flood of mini ships anyway, or not :)
Have Fun ! :D
X:Rebirth: Zitat aus den Patchnotes 118
..A Whole Series Of Connected Problems ..
--------------------
i5 7500, GTX 1060

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Marvin Martian
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Post by Marvin Martian » Sat, 9. Jun 18, 14:13

M-class Not Even check for jumpdrive, so it could work, but Need some changes at movement scripts

VincentTH
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Post by VincentTH » Sat, 9. Jun 18, 16:03

Marvin Martian wrote:In case Shipdealers are missing, remove Manager and add them again, in theory this should Start the required process, in case that not work use a new Manager
It worked with assigning a new manager to the SY!!!!
Thanks. A side effect of the mod is that there are no longer X4-probes on sale!!! So I will have to disable it, until I need it again!!!!

[EDIT] I see, X4-probes and HyperJump token are removed in favor of user placed Jump Points!!! Sorry!!!!
But we still need something that X4-Probe provides: A replacement for X3's Advanced Sattelites.

[EDIT#2] I still cannot build the Xenon ShipYard (Xenon Matrix 2). I see the option to build the 3 craddles, but the Build button cannot be activated. I tried the Station Rebuild mod (attach CV, select Special Repair etc), but it does not make any difference. The only good XEN SY in my possession is the one I boarded in Faraway. (I don't really need another Xenon SY, this report is just as an alpha tester)

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Marvin Martian
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Post by Marvin Martian » Tue, 12. Jun 18, 14:26

add an update that maybe can be positive effect at possible performance problems

also contains a workaround of actual event-loaded problems

New is at _followers_ of a boardingship can by call the captain bypass the movement to close position an immediate release of the boardingpods can ordered

@VincentTH
X4&Hyperdrive stuff is still in the game, because of lack at event-loaded the entry may missed, should now available again
X4 need to drop like Nav-beacon, can be used as Jumpbeacon as well at regular movement commands (maybe depending on skills)

about SY-Buildtrees i need to do some more work, will take a look too - if this is regarding non material request it may work to request the station by contractor or use at blueprint mode the full-build option

Timianer
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Post by Timianer » Tue, 12. Jun 18, 20:26

old problem , previous version, not today's.

i try to attack an station (the PMC boarder station in albion lonely distant) with an sucellus scout, the ship shoot down the towers and shildgenerators, and then stop attack.
try both, defense officer on attak or on defense, nothing.

after i leave the zone, the ship begins to destroy the station, after i came back it stops again..
so im leave again, after the station goes under 30% hull its change to my property, but this seems be normal.. its my 3. game, and the 3 time its change to me :)

Note: the Sucellus herself its a little bit changed from me.. more shilds, weapons.. and so.. but that hasent to do with the fight against stations
I would think ^^


hmm..
i try the newest version tomorrow.
----------
have fun together ^^
X:Rebirth: Zitat aus den Patchnotes 118
..A Whole Series Of Connected Problems ..
--------------------
i5 7500, GTX 1060

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Marvin Martian
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Post by Marvin Martian » Tue, 12. Jun 18, 20:58

problem on Succellus is that the Pilot fly and DO control weapons, but maingun define fightdistance and only have a small targetwindow, in case the targeted object is a bit special the ship can't destroy station IZ at any point
the stationdestruction OOZ is much more theoretical

simple workaround, not use this ship as single, best would be add some Balor or other destroyers that will fly closer

if you are a huge fan of Succellus, add some real long range turrets at the front gun too, so there is a small chance the ship will shoot at non directly targeted parts

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